The one on the left is a plane collapsed to Editable Poly, with Turbosmooth, UVW planar mapping and VrayDesplacementMod applied. Also, the RAM test shows the peak usage of RAM by 3ds Max, which in almost all cases happened during the “Building Embree static accelerator” phase of V-Ray rendering the image. Note: In some of the tests the displacement was set to very high values on purpose to get big resource usage and set aside random differences that might affect the compared scenarios.
![vray rhino memory vray rhino memory](https://uploads-ssl.webflow.com/5e9033e54576bc13f0b47167/5efd5ddf24cac12b84ca5ea5_render-region1.png)
Let’s compare the number of resources used in scenes using 2D vs 3D displacement on the same scenes. Modifiers like Tesselate or Subdivide give better results but not as good as a collapsed mesh. In such a case you need to collapse the mesh to Editable Poly, before applying the Smoothing Groups unification. Please note that if you are using modifiers like Turosmooth, Meshmooth or Editable Poly NURMS subdivision to make the mesh denser, this setting may not give good enough results. This can be done via the 3ds Max ‘bevel’ option for Editable Poly, or Turbosmooth added to the Editable Poly model with a properly prepared mesh. Sometimes adding a bevel to the corners helps. The polys which are set to the same smoothing group will keep the continuity, especially if you will match the displacement map so that the same parts of it meet at the corners. In general, 2D mapping displacement is meant to be used on flat surfaces (like a ground or sea surface) but you can use it on any 3D model despite this mode not having the “keep continuity” option like 3d mapped displacement. A tip for rendering closed 3D objects with 2D displacement However, there is a trick that will allow you to use this mode also on closed 3D objects, and in many cases keep the continuity of displaced mesh. For example, a corner of a wall with bricks geometry created with displacement. This option tries to blend the edges of the displaced model to a continuous geometry and is very useful for applying displacement on all kinds of 3D shells as opposed to 2D surfaces. The 2D displacement mode lacks the setting “Keep continuity” which 3d modes have. It’s a very efficient mode of V-Ray displacement and it is commonly used as a method to create all kinds of flat surfaces like ground, grass, pavements and ground tiles. The displacement map can take any values. You cannot use this method for 3D procedural textures or other textures that use an object or world coordinates. However, it requires that the objects have valid UV coordinates.
![vray rhino memory vray rhino memory](https://v-ray.co.il/wp-content/uploads/2014/07/vray-rhino-3-swarm.jpg)
![vray rhino memory vray rhino memory](https://i.ytimg.com/vi/fRWANWkTouY/maxresdefault.jpg)
The advantage of this method is that it preserves all the details in the displacement map. The actual raytracing of the displaced surface is done in texture space, and the result is mapped back into 3D space. The displaced surface is rendered as a warped height-field based on that texture map.
#Vray rhino memory how to
How displacement maps work and how to optimize them in V-Ray - part 2 Introduction